Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's about the *design*, the way the game shows information and handle user experience.
1. For the content, I don't think your comparison is apple to apple. You're comparing *side-quests* (things to do) with *design*. Pixel Piracy's problem is -not- the lack of things to do, but the lack of varieties in design. You'll find the towns and islands design very similar after a while. So is varieties in weapons.
Hidden mechanics that aren't plainly explained (you commented on the crew's poo mechanics) also make the game more fun for certain people. Having to experiment and work at becoming an expert at the game is more enjoyable to some people than having tutorials or hints that baby you through the game and hold your hand most of the way. That's something that makes FromSoftware's Souls games so enjoyable to some - exploration and discovery of the ins and outs of the game is a challenge that is very rewarding. If someone wants to remove the challenge by "Googling" or using a Wiki, that's something they can opt to do. However, inserting dissecting tutorials might turn some of Pixel Piracy's audience away. (2/3)
Organization of inventory space in a game like this should be entirely the responsibility of the player. It's a survival game, that's how it works. (1/3)